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 Post subject: [M] (4) Vanguard (WIP)
 Post Posted: Thu 26. May 2011, 20:10 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
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another 4 player map, a little bit more experimental. it has forced cross positions and theres 2 different possible spawn locations, one with the nat on low ground and one with nat on highground. but i am still not entirely happy with the layout. i do like using the ruin walls mixed with the brick cliff walls to create chokepoints in the map, tho. been using them in my last map rorschach as well.

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  Posted: Thu 26. May 2011, 20:10 
 


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 Post subject: Re: [M] (4) Vanguard (WIP)
 Post Posted: Sun 29. May 2011, 01:05 
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Joined: Sat 28. May 2011, 19:05
Posts: 114
First :D

/ enough being goofy, but this is my first post on these forums, ever. I wont ever say first again in another thread.

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theres 2 different possible spawn locations, one with the nat on low ground and one with nat on highground


The concept with forced cross pos, althought 2 sets is cool, since it allows you to make 2 bases different from the other 2 and a rotational symetry map with a the same pros-factors as a 4p mirrored symetry map. I wanted to setup 2 possible cross-positionson my first map, Ashen Sands, which had the "4p map with 2 different bases"-concept as well, but never figured out how. Could you show me a screenshot form the editor on how you set this up, please? (Perhaps all rot sym maps should have forced 2 sets of cross possitions... ).

Apart form that, I dont know what to think about the layout yet. I like the tower placement, they favour tanks at first glance, being on high ground and overlooking 2 chokes. But there is always an alternative route and blind spot for the enemy, unless one player controls both towers, which is unlikely, I believe.


I like the mix of ruin doodads with stone brick cliffs too. Will you make the edges of bases more spikey, as on XNC for instance? Perhaps you do this with doodads instead - just keep in mind that it may look great ingame but the edges tgets harder to read for the player.


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 Post subject: Re: [M] (4) Vanguard (WIP)
 Post Posted: Sun 29. May 2011, 01:25 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
basically, what you do is go to advanced team settings, create a team for each spawn position and assign an enemy team ;)


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 Post subject: Re: [M] (4) Vanguard (WIP)
 Post Posted: Sun 29. May 2011, 10:32 
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Joined: Wed 25. May 2011, 20:06
Posts: 94
Very interesting idea with the symmetry here. Really like it.

One aesthetic thing though, I'd like the cliffs to be a bit more jagged. What I mean by that is that currently they all are too straight and regular (primarily the edges of the ground-pathable area).

The texturing and doodads looks fine, so keep up the good work :)


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 Post subject: Re: [M] (4) Vanguard (WIP)
 Post Posted: Tue 31. May 2011, 19:10 
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Joined: Thu 26. May 2011, 18:19
Posts: 156
i have to say I always wanted to do such a setup but never had did for some reason.
Motivated my your layout my next map will definatly be a 4spawn 2 player map!

the map looks quite narrow. could you provide an analyzer image? could be unbalanved with all these chokes and cliffs/level differences.

I might test such a concept with less bases probably to understand the options, cons and pros.


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 Post subject: Re: [M] (4) Vanguard (WIP)
 Post Posted: Wed 1. Jun 2011, 22:17 
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Joined: Wed 25. May 2011, 00:24
Posts: 186
i think the xelnaga placement is wrong.....when tanks siege up on this position how u do u gonna get out of ur base? pretty impossible.

i dont know how to change it but maybe open up the low ground infront of the natural a bit so u can path the siege tanks radius.
also make the cliffs more natural.


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